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Pokerole Contests

Contests serve to show off your pokemon to others- a culmination of both your training and your
showmanship. In a contest, your rating will be given by judges, who are very sensitive to what the
audience likes. Your goal is to get the audience to love you so much that they can't help but sway the
hearts of those judges, either by making your opponent stumble or by getting ahead on your own merit.
You can enroll in a contest in one of two categories. Single-Entrant (one pokemon) or Double-Entrant
(two pokemon), and each contest is associated with one of the five social attributes.

In Single-Entrant contests, each contestant enters a single pokemon. If this pokemon runs out of
Confidence on stage and has a breakdown, it will be disqualified.

In Double-Entrant contests, each contestant enters two pokemon, This allows for more creative bids for
audience appeal, as each contestant performs two moves per round. Losing a pokemon from a
breakdown here is crippling, but not an outright loss. As long as one pokemon has confidence
remaining, you are not disqualified from the contest- but keep in mind you will only be using one
move each round. It will take a stroke of genius or amazing tactics to come back from this.

Contest Turns

When in a contest, up to five contestants will be involved. (If you don't want to directly participate,
perhaps you can figure out a way to assist from the crowd, teamwork makes the dream work and all
that ;D) You will use a move each round, and at the end of the fifth round, whoever has the most heart
points will be crowned the victor.

Before the contest starts, each pokemon is judged on two categories.


-Health- how well-groomed and happy the pokemon looks. Unhappy pokemon score no points,
whereas pokemon with a glossy coat and maximum happiness will earn 3 heart points. Entering a
pokemon with a status condition is frowned upon.
-Style- if the pokemon has accessories that match the theme of the contest. The more accessories and
well-put together the outfit is, the more points earned, up to 3 heart points.

The pokemon with the fewest heart points from the initial judging goes first. In case of a tie, flip a coin.

Each round, you will demonstrate a move to the audience, to try and win over their affection. When
you demonstrate a move, you only use its accuracy roll, and earn heart points equal to the successes.
Each move is also associated with a social stat- add your dice from that stat to the accuracy roll when
used. If the move used matches the contest type, you earn an additional heart point. A chart is provided
at the end of the supplement to explain which stats add to which moves.

Example: Jessie's Mr. Mime wants to use Light Screen, a Psychic-type Support move. In addition to the
move's accuracy of Special+Channel, she also adds her Mr. Mime's Clever attribute. She ends up
rolling 5 successes, and so she earns 5 heart points for the round. This is a Clever Contest, so she
earns an additional heart point, for a total of 6 points earned.

Being creative with a move can earn more heart points, as well. Perhaps you set up Sunny Day to
complete Solar Beam in a single turn, demonstrating how Clever you and your pokemon are, or maybe
you used Aurora Veil to lower how impressive your opponent's Fire Blast was, or you used Haze to
diffuse the light more aesthetically across your Milotic. These are creative uses of moves, and should
be rewarded. As a rule of thumb, simple tricks earn 1 or 2 additional points, well-laid plans earn 3 or 4
additional points, and executing a masterwork, genius strategy earns 5 or 6 additional points.

(Note: Be careful allowing players to reduce confidence in this manner. It might make sense, but will
likely lead to very cut-throat, “lethal” contests, which this supplement is not balanced around.)

Each move type (Tough, Cool, Beauty, Clever, or Cute) also has a secondary effect each turn.

Tough moves reduce an opponent's confidence by 2.


Cool moves restore your own confidence by 2.
Beauty moves let you steal either 2 hearts from 1 contestant or 1 heart from 2 contestants.
Clever moves let you steal 1 heart and restore confidence by 1.
Cute moves gain you 2 hearts.

Using a move that doesn't match the contest for more than 1 round in a row will cause you to lose
3 hearts.

Backstage Actions

At the start of each round, before each pokemon goes out to display their moves, each contestant can
perform one of five Backstage Actions. These actions have beneficial effects for the upcoming round.

Appealing: You prepare an emotional appeal to what the audience wants to see. This earns you an
additional 3 hearts with a successful Cute + Empathy roll.
Disrupting: You pick a contestant and mess with them, disrupting their focus. This targets another
contestant on a successful Tough + Intimidate roll and causes them to lose confidence equal to your
successes. Be warned- this will probably make you public enemy #1.
One-Upping: This allows you to target a competitor to steal half of the hearts they will earn this round
with a successful Beauty + Perform roll. You're putting them to shame and stealing their
fans...hopefully.
Tricking: This allows you to roll Clever + Stealth to “bank” this action for next turn. You're setting up
a plan for later.
Stonewalling: This allows you to ignore negative effects on your team for the round, and requires a
roll of Cool + Alert. You are deciding to fully ignore the manipulative efforts of the other contestants.

Confidence and Disqualification

If a pokemon is reduced to 0 confidence, it is disqualified. Additionally, if it is not fully confident in


itself, it probably won't be executing its moves to the best of its abilities. At half confidence, your
pokemon's moves roll 2 less accuracy dice.

Coordinator Ranks and Advancement

For contest ranks, use the information detailed on pg. 64 of the core handbook, and use the Coordinator
Ranks and Notoriety Skills on pgs. 66-67 for advancement.
Contest Move Typing:

Support
-Tough| Dark, Dragon, Poison, Steel
-Cool | Fighting, Flying, Ghost
-Beauty | Grass, Ice, Water
-Cute| Bug, Fairy, Ground, Normal
-Clever | Electric, Fire, Psychic, Rock

Special
-Tough | Flying, Ground, Normal, Water
-Cool | Dark, Fighting, Ice, Steel
-Beauty| Bug, Dragon, Fire, Rock
-Cute | Fairy, Ghost
-Clever | Electric, Grass, Poison, Psychic

Physical
-Tough | Dark, Ghost, Grass, Ground, Rock
-Cool | Bug, Dragon, Fighting, Normal
-Beauty | Electric, Fire, Flying
-Cute | Fairy, Water
-Clever | Ice, Poison, Psychic, Steel

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